/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_RANDOMMOTIONGENERATOR_H
#define CORE_RANDOMMOTIONGENERATOR_H

#include "MovementGenerator.h"
#include "DestinationHolder.h"
#include "Traveller.h"

template<class T>
class RandomMovementGenerator : public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
{
public:
    // Wander dist is related on db spawn dist. So what if we wanna set eandom movement on summoned creature?!
    RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) { }

    void _setRandomLocation(T &);
    void Initialize(T &);
    void Finalize(T &);
    void Reset(T &);
    bool Update(T &, const uint32 &);
    bool GetDestination(float &x, float &y, float &z) const;
    void UpdateMapPosition(uint32 mapid, float &x ,float &y, float &z)
    {
        i_destinationHolder.GetLocationNow(mapid, x,y,z);
    }
    MovementGeneratorType GetMovementGeneratorType() { return RANDOM_MOTION_TYPE; }
private:
    TimeTrackerSmall i_nextMoveTime;

    DestinationHolder< Traveller<T> > i_destinationHolder;
    float wander_distance;
    uint32 i_nextMove;
};
#endif
